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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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class ISettingsContainer;
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class ISettingsSection;
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class ISettingsViewer;
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class SWidget;
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/**
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* Interface for settings UI modules.
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*/
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class ISettingsModule
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: public IModuleInterface
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{
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public:
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/**
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* Gets the names of all known setting containers.
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*
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* @param OutNames Will contain the collection of names.
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*/
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virtual void GetContainerNames( TArray<FName>& OutNames ) const = 0;
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/**
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* Gets the global settings container with the specified name.
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*
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* @param ContainerName The name of the container to get.
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* @return The settings container, or nullptr if it doesn't exist.
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*/
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virtual TSharedPtr<ISettingsContainer> GetContainer( const FName& ContainerName ) = 0;
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/**
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* Adds a settings section to the specified settings container (using a settings object).
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*
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* If a section with the specified settings objects already exists, the existing section will be replaced.
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*
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* @param ContainerName The name of the container that will contain the settings.
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* @param CategoryName The name of the category within the container.
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* @param SectionName The name of the section within the category.
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* @param DisplayName The section's localized display name.
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* @param Description The section's localized description text.
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* @param SettingsObject The object that holds the section's settings.
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* @return The added settings section, or nullptr if the category does not exist.
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*/
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virtual TSharedPtr<ISettingsSection> RegisterSettings( const FName& ContainerName, const FName& CategoryName, const FName& SectionName, const FText& DisplayName, const FText& Description, const TWeakObjectPtr<UObject>& SettingsObject ) = 0;
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/**
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* Adds a settings section to the specified settings container (using a custom settings widget).
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*
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* If a section with the specified settings objects already exists, the existing section will be replaced.
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*
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* @param ContainerName The name of the container that will contain the settings.
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* @param CategoryName The name of the category within the container.
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* @param SectionName The name of the section within the category.
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* @param DisplayName The section's localized display name.
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* @param Description The section's localized description text.
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* @param CustomWidget A custom settings widget.
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* @return The added settings section, or nullptr if the category does not exist.
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*/
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virtual TSharedPtr<ISettingsSection> RegisterSettings( const FName& ContainerName, const FName& CategoryName, const FName& SectionName, const FText& DisplayName, const FText& Description, const TSharedRef<SWidget>& CustomWidget ) = 0;
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/**
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* Registers a viewer for the specified settings container.
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*
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* @param ContainerName The name of the settings container to register a viewer for.
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* @param SettingsViewer The viewer to register.
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*/
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virtual void RegisterViewer( const FName& ContainerName, ISettingsViewer& SettingsViewer ) = 0;
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/**
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* Shows the settings viewer for the specified settings container.
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*
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* @param ContainerName The name of the section's container.
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* @param CategoryName The name of the section's category.
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* @param SectionName The name of the section to show.
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*/
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virtual void ShowViewer( const FName& ContainerName, const FName& CategoryName, const FName& SectionName ) = 0;
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/**
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* Removes a settings section from the specified settings container.
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*
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* @param ContainerName The name of the container that to remove the settings from.
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* @param CategoryName The name of the category within the container.
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* @param SectionName The name of the section within the category.
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*/
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virtual void UnregisterSettings( const FName& ContainerName, const FName& CategoryName, const FName& SectionName ) = 0;
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/**
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* Unregisters the currently assigned viewer for the specified settings container.
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*
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* @param ContainerName The name of the settings container to unregister the viewer for.
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*/
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virtual void UnregisterViewer( const FName& ContainerName ) = 0;
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public:
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2014-08-01 10:42:38 -04:00
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/** Virtual destructor. */
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virtual ~ISettingsModule() { }
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};
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